// Protocol.h // Interfaces to the cProtocol class representing the generic interface that a protocol // parser and serializer must implement #pragma once #include "../Defines.h" #include "../Endianness.h" class cPlayer; class cEntity; class cWindow; class cInventory; class cPawn; class cPickup; class cMonster; class cChunkDataSerializer; class cWorld; class cFallingBlock; typedef unsigned char Byte; class cProtocol { public: cProtocol(cClientHandle * a_Client) : m_Client(a_Client) { } virtual ~cProtocol() {} /// Called when client sends some data virtual void DataReceived(const char * a_Data, int a_Size) = 0; // Sending stuff to clients (alphabetically sorted): virtual void SendAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle) = 0; virtual void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType) = 0; virtual void SendBlockBreakAnim (int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage) = 0; virtual void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) = 0; virtual void SendBlockChanges (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes) = 0; virtual void SendChat (const AString & a_Message) = 0; virtual void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer) = 0; virtual void SendCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player) = 0; virtual void SendDestroyEntity (const cEntity & a_Entity) = 0; virtual void SendDisconnect (const AString & a_Reason) = 0; virtual void SendEntHeadLook (const cEntity & a_Entity) = 0; virtual void SendEntLook (const cEntity & a_Entity) = 0; virtual void SendEntVelocity (const cEntity & a_Entity) = 0; virtual void SendEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0; virtual void SendEntRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0; virtual void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item) = 0; virtual void SendEntityStatus (const cEntity & a_Entity, char a_Status) = 0; virtual void SendExplosion (double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, cVector3iList a_BlocksAffected, float a_PlayerMotionX, float a_PlayerMotionY, float a_PlayerMotionZ) = 0; virtual void SendGameMode (eGameMode a_GameMode) = 0; virtual void SendHealth (void) = 0; virtual void SendInventoryProgress (char a_WindowID, short a_Progressbar, short a_Value) = 0; virtual void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item) = 0; virtual void SendKeepAlive (int a_PingID) = 0; virtual void SendLogin (const cPlayer & a_Player, const cWorld & a_World) = 0; virtual void SendMetadata (const cEntity & a_Entity) = 0; virtual void SendPickupSpawn (const cPickup & a_Pickup) = 0; virtual void SendPlayerAnimation (const cPlayer & a_Player, char a_Animation) = 0; virtual void SendPlayerListItem (const cPlayer & a_Player, bool a_IsOnline) = 0; virtual void SendPlayerMoveLook (void) = 0; virtual void SendPlayerPosition (void) = 0; virtual void SendPlayerSpawn (const cPlayer & a_Player) = 0; virtual void SendRespawn (void) = 0; virtual void SendSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch) = 0; // a_Src coords are Block * 8 virtual void SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data) = 0; virtual void SendSpawnFallingBlock (const cFallingBlock & a_FallingBlock) = 0; virtual void SendSpawnMob (const cMonster & a_Mob) = 0; virtual void SendSpawnObject (const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch) = 0; virtual void SendSpawnVehicle (const cEntity & a_Vehicle, char a_VehicleType) = 0; virtual void SendTeleportEntity (const cEntity & a_Entity) = 0; virtual void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ) = 0; virtual void SendTimeUpdate (Int64 a_WorldAge, Int64 a_TimeOfDay) = 0; virtual void SendUnloadChunk (int a_ChunkX, int a_ChunkZ) = 0; virtual void SendUpdateSign (int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4) = 0; virtual void SendUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ) = 0; virtual void SendWeather (eWeather a_Weather) = 0; virtual void SendWholeInventory (const cInventory & a_Inventory) = 0; virtual void SendWholeInventory (const cWindow & a_Window) = 0; virtual void SendWindowClose (const cWindow & a_Window) = 0; virtual void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots) = 0; /// Returns the ServerID used for authentication through session.minecraft.net virtual AString GetAuthServerID(void) = 0; protected: cClientHandle * m_Client; cCriticalSection m_CSPacket; //< Each SendXYZ() function must acquire this CS in order to send the whole packet at once /// A generic data-sending routine, all outgoing packet data needs to be routed through this so that descendants may override it virtual void SendData(const char * a_Data, int a_Size) = 0; /// Called after writing each packet, enables descendants to flush their buffers virtual void Flush(void) {}; // Helpers for writing partial packet data, write using SendData() void WriteByte(Byte a_Value) { SendData((const char *)&a_Value, 1); } void WriteShort(short a_Value) { a_Value = htons(a_Value); SendData((const char *)&a_Value, 2); } /* void WriteShort(unsigned short a_Value) { a_Value = htons(a_Value); SendData((const char *)&a_Value, 2); } */ void WriteInt(int a_Value) { a_Value = htonl(a_Value); SendData((const char *)&a_Value, 4); } void WriteUInt(unsigned int a_Value) { a_Value = htonl(a_Value); SendData((const char *)&a_Value, 4); } void WriteInt64 (Int64 a_Value) { a_Value = HostToNetwork8(&a_Value); SendData((const char *)&a_Value, 8); } void WriteFloat (float a_Value) { unsigned int val = HostToNetwork4(&a_Value); SendData((const char *)&val, 4); } void WriteDouble(double a_Value) { unsigned long long val = HostToNetwork8(&a_Value); SendData((const char *)&val, 8); } void WriteString(const AString & a_Value) { AString UTF16; UTF8ToRawBEUTF16(a_Value.c_str(), a_Value.length(), UTF16); WriteShort((unsigned short)(UTF16.size() / 2)); SendData(UTF16.data(), UTF16.size()); } void WriteBool(bool a_Value) { WriteByte(a_Value ? 1 : 0); } void WriteVectorI(const Vector3i & a_Vector) { WriteInt(a_Vector.x); WriteInt(a_Vector.y); WriteInt(a_Vector.z); } } ;